Showing posts with label hypernarrative games. Show all posts
Showing posts with label hypernarrative games. Show all posts

11.11.2009

The hierarchy of narratives

In the last post, I described "the game philosophy triangle" as a space in which we can define any game by reference to three basic components: entertainment, narrative, and hypernarrative. The first two are shared with many other media--Saturday Night Live, caricatures, and stand-up comedy are nearly entirely entertainment, while crime dramas, theater, symphonies, and most movies are narratives.

However, I believe games are the primary (if not the only major) instantiation of the third factor: hypernarratives. The prefix "hyper-" was not chosen arbitrarily; games have a parallel to the standard hierarchy of prefixes, as follows:

  • Subnarratives: the various micromotives and the resulting decisions that drive individual scenes of a work
  • Narratives: the story of the work, taken as a whole
  • Supernarratives: the ideas that underlie and intersect the narrative, refining the context in which the narrative's message is set; the semiotic and conceptual framework within which a narrator is telling the story
  • Hypernarratives: the framework, built separately from the narrative by the person to whom the story is being told, that fundamentally changes the nature of the narrative
In other words, hypernarratives : narratives :: hypercubes : cubes. They are the result of adding another dimension to the existing ones, orthogonal to all.

For instance, Ben from SLRC implemented a hypernarrative experiment in Far Cry 2 (h/t Clint Hocking), exploring the how the narrative is altered by literally changing the rules of the game.

Open-world games, in particular, are conducive to building hypernarratives. The quintessential example of such games is The Elder Scrolls series, especially the most recent two, wherein the so-called "main quest" can be completely ignored and dozens or hundreds of hours of play derived from entirely ancillary quests.

A final note: hypernarratives are not merely designed to make the game harder (c.f. the Nethack challenges). They are designed to add meaning, to enrich the narrative of the game with a narrative of one's own.


Next: Supernarratives and superheroes

11.10.2009

The game philosophy triangle

A central challenge in establishing a philosophical foundation for game criticism is the delineation of a metric for their "art-worthiness." The vast majority of games are, after all, produced to be sold, and in some sense those games all contain components which are fun for purchasing's sake (unless the game is a movie tie-in, then the fun is often left out for cost reasons).

However, even a cursory analysis suggests that some games contain a richer contribution to the humanities than others. On the one end of the spectrum, we may place fully entertainment-centric games such as Bejeweled; on the other, the closest thing to a consensus is probably BioShock.

The nature of the continuum between the two (and, one hopes, extending a substantial distance beyond BioShock) makes a clear division between game types difficult or impossible. Yet the problems with this foundation run deeper: there is another axis, orthogonal to the first, that describes the level of narrative and structural control the designers exert over the players. The two titles mentioned above exemplify high levels of control; a game like Oblivion may serve as the mental signpost for the other end of that axis.

Thus, games may truly be categorized according to their position on a triangle defined by those points, and the idealized vertices of the triangle may be summarized thus:

  • Entertainment: games that reference no external concepts, being abstract exercises in following a certain set of rules for the purpose of winning
  • Narrative: games that tell a coherent story, guiding the player down a linear path from introduction to conclusion
  • Hypernarrative: games that tell no unique story but instead instantiate a world inside of which the player can tell her own stories
Few games approach these ideals. A game without entertainment is hardly a game. Games without any narrative are typically multiplayer-only; without some form of "main quest," the lines become blurry between games and pure virtual worlds (like Second Life). Many (maybe most) games have very limited or nonexistent hypernarrative features, which is perhaps why external critics of the concept of games-as-art tend to see games as limited to the entertainment-narrative continuum.

This blog exists not to evaluate games' values along the entertainment axis but instead to analyze the intersection of the narrative and hypernarrative elements in games--and hopefully, by doing so, to develop a consistent foundation and vocabulary for the philosophical and literary analysis of games.


Next: defining hypernarratives

11.09.2009

Agent-based modeling and the art of games

For roughly the past century, economics has been dominated by the mathematical modeling of rational human behavior. In particular, the main economics journals are composed nearly entirely of derivations of various equations thought to represent the behavior of individuals (sometimes aggregated into groups), or the use of statistical methods known as econometrics to test whether the dynamics of those models may have some basis in reality.

Such theories have a beautiful simplicity: they are relatively easy to understand, have clearer meanings than their natural language translations, and allow future work to build upon comparatively well-determined foundations. Their limitations, while sometimes overlooked, are similarly well-known: they simplify the diversity of psychologies into relatively few categories based on limited criteria, assume fairly skilled rational thinkers, and have difficulty allowing for the evolution of the underlying rules of a system over time. While particular models have been able to relax one or more of these constraints (Gary Becker’s 1962 paper on markets with randomly acting participants is a classic example), the difficulty of expanding on theories that do so limits their ability to affect the field.

However, as technology has expanded the computational power available to economists, a new form of social modeling has grown in popularity. Known as “agent-based modeling,” it focuses not on solving individual equations to understand the dynamics of a system but rather on setting up a framework in which simple artificial intelligences act and interact and exploring the dynamics of that system directly. This difference is often subtle—after all, agent-based models can simulate classical equation-based systems—but in certain situations, they allow exploration of chaotic social systems that cannot be easily described by a system of equations.

The key property of agent-based models (and computer-based models more generally) is that the structure of the world is a variable. Because algorithms can be branched and looped, an experimenter can alter the fundamental structure of the world on a whim—and the very rules of the game, the equations governing the evolution of the system, can be changed from within, in response to internal stimuli.

Non-interactive art—essentially the only kind available until the last few decades—works like the systems of equations set up by (neo-)classical economists. The artist or author produces the piece, and it is transmitted directly to its recipients, message intact. On the one hand, the integrity of the piece is maintained; the artist is able to imprint it with her intent, even if that intent is to be variously interpretable. On the other, the piece is static: one cannot examine the world of the art from another angle, another lens, without constructing an essentially different work. The effect of this property is limited to a degree in performance art, due to the interpretation of the work by the performers, but books, recorded music, movies, paintings, drawings, and sculptures all possess it.

How are we to see other landscapes during the Starry Night? Had Jocasta not committed suicide, might we infer a different moral from Oedipus Rex? If Rosebud were a pet, would the tragedy of Citizen Kane feel different?

Interactive art—of which I submit video games are an important example—has a fundamentally different nature, in line with that of agent-based models. Rather than presenting a piece that has intrinsically interesting dynamics, developers of agent-based models and interactive art are concerned with establishing a set of rules the outcome of which is at least partially unknown to the artist.

Indeed, while the degree of unknown-ness can range from the relatively linear play of the Mario games or rail shooters to the expansive freedom of the Elder Scrolls series, the core of game design comes down to this: knowing what not to control. With perfect control, the game world is not a game; with perfect freedom, the game world is not a world.

As computational power has increased, so have games moved towards massive, open, minimally rule-guided worlds. Never mind multiple paths to complete a mission; recent games such as Oblivion and Fable allow the player to choose which missions to accept, and even whether to accept any missions at all. An art enthusiast brings her own experiences to the table when considering the import of American Gothic, but a player of the type of games I will describe in future posts as “hypernarrative” is able not just to filter the meaning of the art through a personal lens but in fact to alter the content—and thus transcend the limitations of the artist’s perspective.

Interactive art is not “superior” to non-interactive art. When the details of the content are essential to the message, non-interactive art will be able to more faithfully convey it. The Sistine Chapel is effective in part because of the perspective and limitations of its artist. Nevertheless, interactive art holds a great deal of promise for accelerating the production, integration, and distribution of philosophic meaning in society, by engaging participants in a constant cycle of self-definition through choices made in dynamic systems.

By seeing games as participatory art, we democratize meaning.


Next: a taxonomy of games according to their philosophical characteristics.